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![[Post New]](/s/i/i.gif) 2013/09/06 20:44:35
Subject: Chaos Space Marines 6th ed Codex Revision V1.2
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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I shall do my best to make this content fair and playable so the CSM are no longer so weak. I will also consider ideas as that is half of what this whole thread is about. If you think something can be improved please say what you have in mind. DISCLAIMER: A lot of this stuff is custom ideas by me. Some were suggested by other users, and some of this is erreta from the FAQ. I do not own any of this.
The Crusade Cometh
~For all the brokenhearted Chaos Space Marine players because of what GW hasn't done to them.
Universal Rules:
-VotLW now gives the unit the Fearless special rule.
-Warp Arua: The Psyker and all units within 6" of the Psyker are considered to be within "Warp Range" a unit in Warp Range may re-roll one die when taking leadership tests and automatically pass "Warp charge" tests. (see Thousands sons).
NOTE: All Psykers have this special rule.
Warlord Traits:
-1. Same
-2. Warrior of Eternity:
The warlord has the Eternal Warrior special rule
-3. Same
-4.Surprise Tactics:
Any time you roll for reserves you may add one to your roll (decide this after you roll). Any units that Deep Strike within 6" of your warlord do not Scatter.
-5. Seek and Destroy:
Before turn 1 choose an enemy unit. When the warlord and his unit attack the chosen unit during the assault phase you may re-roll all failed to hit rolls. If at the end of the game that unit is not on the board you gain 1 victory point.
-6. Same
Psychic powers:
-Tzeentch's Firestorm: Now has AP 5
-Doombolt: Now has the Lance special rule
-Breath of Chaos: When attacking a vehicle a roll of a 6 now scores a penetrating hit, costs 1 warp charge
-Nurgle's Rot: Range increased to 12"
-Weapon Virus: Instead of giving gets hot to all weapons all models in the chosen unit may only fire snapshots
-Plague Wind: Range increased to 18"
-Sensory Overload: Assault 4 +D3
-Hysterical Frenzy: Range increased to 18", instead of rolling for normal effect give the target unit +1 Initiative and attack and the Fleet special rule
-Ecstatic Seizures: Costs 1 warp charge
Rules for marking vehicles:
-Any vehicle may take any of the marks below (unless otherwise stated), Dedicated Transports MUST take the same mark as their unit, If the unit has no mark of chaos the Dedicated Transport may take any sigil.
-Sigil of Nurgle: +1 to all armor values (no vehicle may have an armor value above 14) 15pts
Sigil of Khorne: Normal Khorne rules for Walkers, Gives Tanks the Assault Vehicle special rule 15pts
-Sigil of Tzeentch: Transports get the Psychic Pilot special rule, all vehicles get the PotMS special rule, Walkers get +1 to their invulnerable save. If they don't have one they get a 5++ 15pts
-Sigil of Slaneesh: The vehicle can move an extra 3" when they move flat out and can purchase one of each of the following 10pts
Sonic Blaster: 5pts
Blastmaster: 35pts
Marks of Chaos:
-Khorne:
Now gives +1 strength and is 15 points on the wargear list.
-Tzeentch:
Gives the unit the Brotherhood of Psykers special rule
-Slaneesh:
+1 Init and any model in the unit may take a Sonic Blaster for 3 pts/model
Icons of Chaos:
-Icon of Rot:
Icon of Disease: A unit with this Icon has the Feel No Pain special rule
Icon of Disease:
All CC weapons have the Poisoned (4+) special rule.
-Icon of Swiftness:
Icon of Swiftness: A unit with this Icon has the Fleet special rule
Wargear changes:
-Daemonic Possession:
Now it's only effect is it let's you pass Crew Stunned and Crew Shaken results on 2+
Unit changes:
-Kharne:
+1 wound, he has the "Will to live" (see below) special rule, he is 200 points, he has the Hatred (universal) special rule
Will to live: Kharne has the And It Will Not Die and Feel No Pain (6+) special rules.
-Ahriman:
He has the "Master of his Trade" (see below) special rule, he is 245 points
Master of his Trade: Ahriman's Warp Range is 12" and he never suffers perils of the warp.
-Typhus:
-2 Initiative, He has the fear and "Lord of Terror" (see below) special rules
Lord of Terror: When a unit that is locked in combat with Typhus they always have -1 Leadership.
-Lucius:
He has the "Saved by Slaneesh" (see below) special rule, he is 190 points
Saved by Slaneesh: When Lucius is slain, for the rest of the game, roll a dice. On a 5+ the model which killed Lucius turns into Lucius and is placed under the original owner of Lucius' control with a single wound. If you cannot determine which model killed Lucius, randomly select one in the squad which killed him.
-Chaos Lord:
He has the VotLW special rules
-Daemon Prince:
Khorne, Tzeentch, Nurgle, and Slaneesh upgrades also give him the mark of the same chaos god and are 5 points more expensive, it is 155 points, +1 Leadership, He has the Eternal Warrior special rule.
-Warpsmith:
Mechatendrils are now an option you can purchase for 25 points, it is now 80 points
-Chaos Space Marines:
VotLW is 2 points/model, Icon of Swiftness is 5 points, Icon of Disease is 10 points, Icon of Rot is 30 points, may take a Death Claw Drop Pod as a dedicated transport
-Chosen:
They are now a troops choice, You may now replace all equipment (except for your power armor and grenades) for 2 Lightning Claws for 20 points, They now have the VotLW special rule, the Icon of Swiftness is 5 points, the Icon of Disease is 10, Icon of Rot is 35 points, Khorne is 4 points/model, may take a Death Claw Drop Pod as a dedicated transport
-Possessed:
They are 105 points, Khorne is 5 points/model, Icon of Swiftness is 10 points, Icon of Disease is 10 points, Icon of Rot is 35 points, may take a Death Claw Drop Pod as a dedicated transport
-Terminators:
Khorne is 7 points/model, Icon of Rot is 40, Icon of Swiftness is 10 points, Icon of Disease is 5 points, may take a Death Claw Drop Pod as a dedicated transport
-Helbrute:
He is 100 points, may take a Death Claw Drop Pod as a dedicated transport
-Mutilator:
Khorne is 7 points/model, Tzeentch is 5 points/model, VotLW is 3 points/model
-Thousand Sons:
They are 135 points, The Aspiring Sorcerer may not take a Gift of Mutation, The Thousand Sons have the "Warp Charged" (see below) special rule, may take a Death Claw Drop Pod as a dedicated transport
Warp Charged: At the beginning of your turn roll a D6 for each Thousand Sons unit you have on the board. This is called a Warp Charge tes. If you roll a 6 nothing happens, if you roll a 1, 2, 3, 4, or 5 you may not take a turn with the Thousand Sons unit and you may not roll for this special power until they are considered to be within Warp Range. If you fail your Warp Charge Test until you take another turn with them they are considered to be metal statue terrain pieces that have an invulnerable save of 4+ they do not keep any other saves.
-Noise Marines:
Icon of Swiftness is 10 points, may take a Death Claw Drop Pod as a dedicated transport
-Spawn:
Khorne is 6 points/model, Tzeentch 5 points/model
-Bikers:
Icon of Rot is 35 points, Icon of Swiftness is 10 points, Icon of Disease is 15 points, VotLW is 3 points/model, they have the Hit and Run and Skilled Rider special rules,
-Warp Talons:
Khorne is 4 points/model, Icon of Rot is 30 points, Icon of Disease is 10 points, Icon of Swiftness is 10 points, They have Frag Grenades, They have the Chaotic Ambush Special rule
Chaotic Ambush:
When this unit enters the board using Deep Strike it may assault on the same turn as it Deep Striked.
-Heldrake:
Now has two HA but must trade both for the Baleflamer, May not take Sigil of Nurgle
-Oblitirator:
Tzeentch is 4 points/model, VotLW 2 points/model, If an Oblitirator has the MoS than you must add all sonic weapons to the Oblitirator weapons list of weapons.
-Defiler:
It is 180 points
-Forgefiend:
It is 135 points, +1 BS
-Maulerfiend:
+1 Init and WS
-Land Raider:
It is 210 points
NEW UNITS:
HQ:
Combat Servitors: 75 points
For every Warpsmith you have in your army you made add one Combat Servitor squad these do not take up a slot in your organization chart.
WS:4 BS:3 S:4 T:3 W:1 I:4 A:2 LD:9 Sv:4+
Combat Servitors.....................................................................................................................................................................................75pts
You may include one unit of Combat Servitors for every Warpsmith in your army.
Unit Composition:
- 5 Combat servitors
Unit Type:
- Infantry
Wargear
- Chain Tendrils
Special Rules
-Berserk Mindlock
-Fleet
-Furious Charge
-Self-destruct
Berserk Mindlock:
At times on the battlefield a Combat Servitor may Succumb to memories of his or her former self driving it insane and attacking anyone in Tendrils reach, before mindwipe protocol's reset the Combat Servitor to maintenance state... If the Warpsmith has not activated the self-destruct mechanism beforehand
A unit of Combat Servitors must test for Berserk Mindlock at the start of each friendly turn. Roll a D6 for each unit of Combat Servitors. If the result is a 4+ the test is passed and the unit can function normally for the remainder of the turn. If the result is a 1-3 then the unit of Combat servitors have Succumbed to Berserk Mindlock - The unit (and any character in the unit) must move and assault the closest enemy unit (and any characters must move and assault the closest enemy unit (unless there are any special rules that have been bestowed on the unit that specifies that the unit cannot perform the Berserk Mindlock, such as an effect of a psychic power for example). A combat servitor unit does not make a Berserk Mindlock test if the unit is pinned or falling back. If a unit of Combat Servitors rally, then they must take the Rally test before making a Berserk Mindlock test.
Self-Destruct:
If the Warpsmith feels under threat from a Combat Servitor or if he feels that it could be advantageous to him on the battlefield, The Warpsmith will activate a Self-Destruct mechanism causing the Combat Servitor to explode in a mess of oily crimson scrap
In the main-fight sub phase any number combat servitors may declare that they are going to declare a Self-Destruct rule, place a small blast template over the combat servitor, all models (friend and foe) under the small blast template suffer a Str 3 AP - hit, after casualty's have been resolved remove the Combat servitor without any types saves allowed (or any other clever way you can think of keeping him on the table). If all friendly Warpsmiths that the owning player controls have been removed from the table however, then all friendly Combat Servitors lose the Self-Destruct rule.
Chain Tendrils:
Chain Tendrils replace the arms of the former Combat servitor with worm-like tendrils that look similar to lasher tendrils. Their primary use is to bind and ensnare a Daemon machine and hold one in place whist the Warpsmith makes the appropriate repairs or installs "improvement's" on the warp beast. These Chain tendrils also can be weaponised to turn a light armoured enemy target into nothing more than a crimson mist.
A model equipped with chain Tendrils gain +2 attacks in combat.
Bind the machine!
While the Combat servitors can be used on the battlefield as weapons, they can also be quite good at binding a machine if the machine has taken damage so that the Warpsmith can make a repair at a faster rate
If a Warpsmith is with a squad of Combat Servitors as he is about to repair a vehicle using the Master of Mechanisms rule, then the Warpsmith gets an additional +1 to add to his repair roll for every 5 Combat Servitors in the unit.
Options:
May include up to 5 additional Combat Servitors:.....15pts/model
The unit may take one following Marks of Chaos:
Mark of Khorne:....4pts/model
Mark of Tzeench:...5pts/model
Mark of Nurgle:...4pts/Model
Mark of Slannesh:....3pts/model
For every 5 Combat servitors, one Combat Servitor may replace their Chain Tendrils with one of the following:
Meltagun:....................10pts/model
Flamer:........................free/model
May take a Death Claw Drop Pod as a dedicated transport
DEDICATED TRANSPORTS:
Death Claw Drop Pods...................... 40 pts
BS:4 F:12 S:12 R:12 HP:3
Wargear: Combi Bolter, Daemonic Possession,
Type: Skimmer
Special Rules: Daemonforge, Daemon,
Dreadclaw Assault:
Dreadclaw Drop Pods always enter play using the deep strike rules from the Special Rules section from the Warhammer 40,000 rulebook. at the beginning of your first turn, you must choose half of your Dreadclaw Drop Pods (rounding up) to make "Dreadclaw Assault". Units making a Dreadclaw Assault arrive on the players first turn. The arrival of the remaining Dreadclaw Drop Pods is rolled for as normal. A unit that Deep Strikes via Dreadclaw Drop Pod may not assault on the turn the Dreadclaw Drop Pod arrives.
Daemonic Guidance:
Once you have rolled to scatter, you may re-roll the scatter result but the second result will always stand (so no going back to the first result!)
Transport Capacity: 12 models, or 1 Helbrute
Options:
May replace it's Combi-Bolter with a Havoc Launcher .....15 pts
May take an Ectoplasma Cannon..........................................25 pts
May take items from the Vehicle Equipment list
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This message was edited 11 times. Last update was at 2013/09/21 18:20:28
Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/07 20:29:52
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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The first draft is done.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/07 21:46:43
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Ok liking majority of ideas so far.. just one question, what is the benefit of me not purchasing the Mechatendrils? Also add in this unit, as a retinue for the Warpsmith: http://www.dakkadakka.com/dakkaforum/posts/list/533911.page
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This message was edited 1 time. Last update was at 2013/09/07 21:48:22
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/07 22:15:21
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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There really isn't one but in the profile a Warpsmith a 2 attacks but the Mechatandrils add 2 so that would make his attacks 0 since the difference of these things are always put in the profiles (Such as +1 Ld from VotLW) and that can't happen. Also their Master of Mechanisms special rule says add one if you have Mechatandrils on your Warp smith. So it was obviously meant to be an option at one point in the design phase whether or not it was final I thought I should probably fix that so the stuff makes more sense.
EDIT: I have added your unit and it looks pretty good but what do you think of maybe switching the WS and BS? Warpsmiths are supposed to be better at shooting than they are at close combat. Also perhaps the point limit could be lowered? I know that DA Servitors are only 10 points. Also their Marks seem a little bit too expensive. Perhaps we could change that too? I was thinking maybe down their points to 50 and then MoT Is 2 points/model, MoN is 3 points/model, and MoS is 2 points/model. But I'm giving you any final say.
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This message was edited 1 time. Last update was at 2013/09/07 22:32:34
Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/08 13:24:44
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Its meant to show differentiation between the IoM servitors, to show that these guys are basically crazy lobotomized cyborgs, that get a bit crazier when they find out what has happened to them (and so is the fickleness of Chaos). They are also meant to be holding Daemon machines in place with there tendril arms hence why they are WS 4 as I imagine it would be hard to bind a angry daemon such as a Maulerfiend for example so they get programmed (or learn whichever you look at it) to get good at it. The reason why I made the the points for the Marks the way they are is so that all marks have a justifiable price, making them cheaper would mean that people would only cheery pick certain marks, all marks imo have a fair price so you can pick whichever one you want without feeling penilised because you did not go for "mark X or Y" Also just wondering if you could make rules for Death claw Drop Pods... Ive been wanting DP for my CSM since 2008 when I saw the plastic models, was really hoping for it to come this edition, yet it did not
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This message was edited 1 time. Last update was at 2013/09/08 13:28:15
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/08 15:37:53
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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Okay makes sense. I was just a little sceptical about them being 5 points cheaper than a Warpsmith but I'm fine. And I'll see what I can do about the drop pods.
Automatically Appended Next Post:
Death Claw Drop Pods
BS:4 F:12 S:12 R:12 HP:3
Wargear: Combi Bolter, Daemonic Possession,
Special Rules: Drop Pod Assault, Immobile, Daemonforge, Daemon,
Transport Capacity: 14 models, or 1 Helbrute
Options:
May replace it's Combi-Bolter with a Havoc Launcher .....15 pts
May take an Ectoplasma Cannon..........................................25 pts
May take up to 2 items from the Vehicle Equipment list
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This message was edited 2 times. Last update was at 2013/09/08 16:55:17
Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/12 00:24:09
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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Death Claw Drop Pod added to the OP with these changes suggested by happygolucky
Dreadclaw Assault:
Dreadclaw Drop Pods always enter play using the deep strike rules from the Special Rules section from the Warhammer 40,000 rulebook. at the beginning of your first turn, you must choose half of your Dreadclaw Drop Pods (rounding up) to make "Dreadclaw Assault". Units making a Dreadclaw Assault arrive on the players first turn. The arrival of the remaining Dreadclaw Drop Pods is rolled for as normal. A unit that Deep Strikes via Dreadclaw Drop Pod may not assault on the turn the Dreadclaw Drop Pod arrives.
Daemonic Guidance:
Once you have rolled to scatter, you may re-roll the scatter result but the second result will always stand (so no going back to the first result!)
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/13 19:38:21
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lustful Cultist of Slaanesh
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I strongly dislike removing the Icon of Excess.
I'd much rather see that there were several Icon available depending on your mark.
Lucius's special rule should probably go more along the lines this:
When Lucius is slain, for the rest of the game, roll a dice. On a 5+ the model which killed Lucius turns into Lucius and is placed under the original owner of Lucius' control with a single wound. If you cannot determine which model killed Lucius, randomly select one in the squad which killed him.
Then you'd need a few details on some rules for placing him, so he doesn't start in close combat with the enemy or something.
Daemon Prince needs Eternal Warrior. Warp Talons need frag grenades. Forgefiend needs to to shave off about 50 points on it's cost, and BS4. Maulerfield needs I4, WS4. Land Raider either needs a new special rule, or a cost reduction. Defiler should probably some points off its cost as well (Just look at the Soul Grinder - It's probably better, and costs less). There should be rules for Marking vehicles. Obliterators with the Mark of Slaanesh need some other effect that +1 I (currently it will only ever come into play if you need to make an initiative test). Mark of Tzeentch is useless on most models (6++, come on! That +1 to inv saves is worthless on most models). Daemonic Possession needs to get rid of that stupid stuff about eating your models. Heldrake needs two Hades Autocannons instead of 1. You can replace both of them for a single Baleflamer. Maybe someone would take the Hades Autocannons then.
Psychic powers need a rework a well.
Tzeentch's Firestorm - This ability needs an AP value of some sort.
Boon of Mutation - Meh, I dunno.
Doombolt - I'd add Lance to this.
Breath of Chaos - It's all right. Maybe add that 6's yield penetrating hits when rolling against armour. Costs 1 warp charge.
Nurgle's Rot - The range makes it useless. 12" or change the ability completely.
Weapon Virus - MEH. Get's Hot? Make it "anti-twin-linked" or something, meaning that the enemy needs to reroll all hits.
Gift of Contagation - It's all right.
Plague Wind - Range changed to 18".
Sensory Overloard - Is now Assault 3+D6.
Hysterical Frenzy - Needs a total rework.
Symphony of Pain - It's all right.
Estatic Seizures - The enemy now has to use their most powerful weapon for this attack. Also costs 1 warp charge.
Ideally I'd like to see Marks do different things for different units, much like the marks in the Warrior's of Chaos book for Fantasy.
"Warp Charged: At the beginning of your turn roll a D6 for each Thousand Sons unit you have on the board. This is called a Warp Charge tes. If you roll a 6 nothing happens, if you roll a 1, 2, 3, 4, or 5 you may not take a turn with the Thousand Sons unit and you may not roll for this special power until they are considered to be within Warp Range. If you fail your Warp Charge Test until you take another turn with them they are considered to be metal statue terrain pieces that have an invulnerable save of 4+ they do not keep any other saves. "
Wat? So if you don't roll a 6 you can't use your Thousand Sons? That's just... Wrong. I must be missing something here. Care to elaborate how this would work?
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This message was edited 3 times. Last update was at 2013/09/13 19:58:40
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![[Post New]](/s/i/i.gif) 2013/09/13 21:13:28
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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Hmm. Does are some interesting changes. Thank you for the insight but... I'm not going to change Slaneesh just because it's useless for Oblits you can just not choose it. If your getting it for I con of Excess then (unless I take your multiple icon idea which is quite interesting) it is effectively replaced by the I con of Disease anyways. I kind of see what you're saying with Tzeentch but I'm kind of swaying towards the same reasoning with Slaneesh. And to explain the warp charged special rule I made it to be more thematic since the codex says without psychic power charging them they quickly fall into immobility and while you are not required to use all of this it is not going to be taken off unless I get some rock hard evidence it should. But by the way you reacted I'm not sure you saw this or not.
-Warp Arua: The Psyker and all units within 6" of the Psyker are considered to be within "Warp Range" a unit in Warp Range may re-roll one die when taking leadership tests and automatically pass "Warp charge" tests. (see Thousands sons).
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/13 21:18:15
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Fixture of Dakka
Temple Prime
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Soul blaze also needs to be changed to be useful. Right now all it does is waste everyone's time.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/09/13 21:37:00
Subject: Re:Chaos Space Marines 6th ed Codex Revision V1.0
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Dakka Veteran
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Idea for Obliterators with the Mark of Slaanesh: Since their bonus to Initiative doesn't really help them, perhaps making a rule that allows Obliterators with the Mark of Slaanesh to create Noise Weapons as options each turn? Wouldn't be a huge advantage but would make the fluffy and interesting when given the Mark of Slaanesh.
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CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) |
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![[Post New]](/s/i/i.gif) 2013/09/13 21:48:10
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Here is a thought for Oblits with Mark of Slannesh
Units of Oblits marked with Slannesh gain all types of sonic weapons as well as the ususal +1 Int..
As well as the Warp talons gaining the grenades give them something like heroic intervention (just call it a different name).
I would also suggest to give the Dreadclaw a different unit type like a walker or skimmer (since Dreadclaw's can move).
And yes Daemon princes should have eternal warrior (because A) they are an *immortal* champion of the warp and B) they had it last edition so why change?)
And also just for legion fans, if you have Iron warriors then Guard become Battle Brothers.
Just a few thoughts hope this helps
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/13 23:13:33
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lustful Cultist of Slaanesh
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marrowick wrote:Hmm. Does are some interesting changes. Thank you for the insight but... I'm not going to change Slaneesh just because it's useless for Oblits you can just not choose it. If your getting it for I con of Excess then (unless I take your multiple icon idea which is quite interesting) it is effectively replaced by the I con of Disease anyways. I kind of see what you're saying with Tzeentch but I'm kind of swaying towards the same reasoning with Slaneesh. And to explain the warp charged special rule I made it to be more thematic since the codex says without psychic power charging them they quickly fall into immobility and while you are not required to use all of this it is not going to be taken off unless I get some rock hard evidence it should. But by the way you reacted I'm not sure you saw this or not.
-Warp Arua: The Psyker and all units within 6" of the Psyker are considered to be within "Warp Range" a unit in Warp Range may re-roll one die when taking leadership tests and automatically pass "Warp charge" tests. (see Thousands sons).
Yeah I missed the part about the Warp Aura. I still think this is a change for the worse. No one takes Thousand Sons in any kind of competitive nature as they are now. This won't make them more viable at all.
On a different note, I've been making a Legions of Chaos Codex for some time. I'll post it in a new thread once it's ready for feedback.
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This message was edited 1 time. Last update was at 2013/09/13 23:16:08
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![[Post New]](/s/i/i.gif) 2013/09/13 23:57:59
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Nigel Stillman
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Isbjornen wrote:
On a different note, I've been making a Legions of Chaos Codex for some time. I'll post it in a new thread once it's ready for feedback.
Sounds good. A couple things: Make the marks useful across all unit types. Granted some marks will be more useful than other on units; that's what point costs are for. What I mean is that currently, Mark of Nurgle is good for every unit. Your task is to do that for the 3 other marks, unlike being OP and going "yeah I don't care if so and so mark is useless"
For my current book I'm writing, I'm doing
Khorne: Preferred Enemy: All
Tzeentch: Units gain Brotherhood of Sorcerers; Characters gain a Psychic Mastery Level
Nurgle: As is, +1 T (I have increased costs across the board for Nurgle)
Slaanesh: Stubborn, Fleet
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![[Post New]](/s/i/i.gif) 2013/09/14 01:23:10
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
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happygolucky wrote:Here is a thought for Oblits with Mark of Slannesh
1. Units of Oblits marked with Slannesh gain all types of sonic weapons as well as the ususal +1 Int..
2. As well as the Warp talons gaining the grenades give them something like heroic intervention (just call it a different name).
3. I would also suggest to give the Dreadclaw a different unit type like a walker or skimmer (since Dreadclaw's can move).
4. And also just for legion fans, if you have Iron warriors then Guard become Battle Brothers.
1. Sounds good.
2. I don't know what that does so I'll read up on it.
3. Perhaps walker. I'll have to think about that one (Just the type I will change it so it can move)
4. I don't know... IG is imperium right? So shouldn't they hate chaos?
Isbjornen wrote:
On a different note, I've been making a Legions of Chaos Codex for some time. I'll post it in a new thread once it's ready for feedback.
Awesome. I look forward to it.
Vladsimpaler wrote:A couple things: Make the marks useful across all unit types. Granted some marks will be more useful than other on units; that's what point costs are for. What I mean is that currently, Mark of Nurgle is good for every unit. Your task is to do that for the 3 other marks, unlike being OP and going "yeah I don't care if so and so mark is useless"
For my current book I'm writing, I'm doing
Khorne: Preferred Enemy: All
Tzeentch: Units gain Brotherhood of Sorcerers; Characters gain a Psychic Mastery Level
Nurgle: As is, +1 T (I have increased costs across the board for Nurgle)
Slaanesh: Stubborn, Fleet
Hmm I like the ideas I was planing to save the BoS until the Tzeentch/Thousand Sons supplement to come out so I could make a unit of it but It makes it easier. Just one thing. Does the unit share the same power? I think it might be a little overpowered if a 20 man squad of CSM come charging in with a bunch of different Psychic powers.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/14 01:33:54
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Nigel Stillman
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marrowick wrote: Vladsimpaler wrote: For my current book I'm writing, I'm doing Khorne: Preferred Enemy: All Tzeentch: Units gain Brotherhood of Sorcerers; Characters gain a Psychic Mastery Level Nurgle: As is, +1 T (I have increased costs across the board for Nurgle) Slaanesh: Stubborn, Fleet Hmm I like the ideas I was planing to save the BoS until the Tzeentch/Thousand Sons supplement to come out so I could make a unit of it but It makes it easier. Just one thing. Does the unit share the same power? I think it might be a little overpowered if a 20 man squad of CSM come charging in with a bunch of different Psychic powers. Haha yeah that would get crazy, luckily a unit with the Brotherhood of Sorcerers special rule is only Psychic Mastery 1 so they only generate one power.
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This message was edited 1 time. Last update was at 2013/09/14 01:34:00
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![[Post New]](/s/i/i.gif) 2013/09/14 16:29:39
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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marrowick wrote:
4. I don't know... IG is imperium right? So shouldn't they hate chaos?
CSM are allies of convenience with Guard for the conversion opportunities for Traitor guard, if you choose Iron Warriors as it runs though my mind you should be able to get Guard for BB as both are lovers of tech over Psyker things imo..
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/14 20:59:45
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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Vladsimpaler wrote: marrowick wrote:
Vladsimpaler wrote:
For my current book I'm writing, I'm doing
Khorne: Preferred Enemy: All
Tzeentch: Units gain Brotherhood of Sorcerers; Characters gain a Psychic Mastery Level
Nurgle: As is, +1 T (I have increased costs across the board for Nurgle)
Slaanesh: Stubborn, Fleet
Hmm I like the ideas I was planing to save the BoS until the Tzeentch/Thousand Sons supplement to come out so I could make a unit of it but It makes it easier. Just one thing. Does the unit share the same power? I think it might be a little overpowered if a 20 man squad of CSM come charging in with a bunch of different Psychic powers.
Haha yeah that would get crazy, luckily a unit with the Brotherhood of Sorcerers special rule is only Psychic Mastery 1 so they only generate one power.
I know that. What I'm asking is it one power/model or one power/squad.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/14 22:10:57
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Fixture of Dakka
Temple Prime
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I think instead of soul blaze, the Icon of tzeentch should be the Icon of fate and let you reroll ones.
Either for saves or for attacks.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/09/14 23:40:54
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Nigel Stillman
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Kain wrote:I think instead of soul blaze, the Icon of tzeentch should be the Icon of fate and let you reroll ones.
Either for saves or for attacks.
Alternatively, keep it as the Icon of Flame and allow the Soulblaze counters to stack (up to a certain number, let's say 4).
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![[Post New]](/s/i/i.gif) 2013/09/15 00:30:16
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Lesser Daemon of Chaos
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Well there was a suggestion for multiple icons for each chaos god. Automatically Appended Next Post: I made a bunch of changes to the OP. Not all the changes are in there. I'll look up the special rule that was suggested for Warp Talons, I'll get to those Psyker powers, and I think there will be more icons of chaos and so on. Now I think that the ally thing for Iron Warriors is good but that is more of an army theme thing so I'm going to save that until the supplement comes out. So we have a ways to go but we're getting there.
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This message was edited 1 time. Last update was at 2013/09/15 00:59:57
Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/15 12:47:36
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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marrowick wrote:Well there was a suggestion for multiple icons for each chaos god.
Automatically Appended Next Post:
I made a bunch of changes to the OP. Not all the changes are in there. I'll look up the special rule that was suggested for Warp Talons, I'll get to those Psyker powers, and I think there will be more icons of chaos and so on. Now I think that the ally thing for Iron Warriors is good but that is more of an army theme thing so I'm going to save that until the supplement comes out. So we have a ways to go but we're getting there.
Ok cools  Basically Heroic intervention is that after you DS you can assault the same turn as you DS.
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/15 13:34:33
Subject: Chaos Space Marines 6th ed Codex Revision V1.1
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Lesser Daemon of Chaos
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Okay cool. Maybe Chaotic Assualt, Chaotic Intervention, or Chaotic Ambush. What do you think.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/15 13:43:02
Subject: Chaos Space Marines 6th ed Codex Revision V1.1
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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marrowick wrote:Okay cool. Maybe Chaotic Assualt, Chaotic Intervention, or Chaotic Ambush. What do you think.
Chaotic ambush seems fine by me
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/09/16 20:19:01
Subject: Chaos Space Marines 6th ed Codex Revision V1.0
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Stone Bonkers Fabricator General
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Kain wrote:Soul blaze also needs to be changed to be useful. Right now all it does is waste everyone's time.
+1
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/09/17 17:16:57
Subject: Chaos Space Marines 6th ed Codex Revision V1.1
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Lesser Daemon of Chaos
ERROR 223781: This user is currently at large and has no fixed position
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Here are the psychic powers and rules for marking vehicles.
PSYCHIC POWERS:
-Tzeentch's Firestorm: Now has AP 5
-Doombolt: Now has the Lance special rule
-Breath of Chaos: When attacking a vehicle a roll of a 6 now scores a penetrating hit, costs 1 warp charge
-Nurgle's Rot: Range increased to 12"
-Weapon Virus: Instead of giving gets hot to all weapons all models in the chosen unit may only fire snapshots
-Plague Wind: Range increased to 18"
-Sensory Overload: Assault 4 +D3
-Hysterical Frenzy: Range increased to 18", instead of rolling for normal effect give the target unit +1 Initiative and attack and the Fleet special rule
-Ecstatic Seizures: Costs 1 warp charge
VEHICLE MARKING RULES:
Any vehicle may take any of the marks below (unless otherwise stated), Dedicated Transports MUST take the same mark as their unit, If the unit has no mark of chaos the Dedicated Transport may take any sigil.
-Sigil of Nurgle: +1 to all armor values (no vehicle may have an armor value above 14)
Sigil of Khorne: Normal Khorne rules for Walkers, Gives Tanks the Assault Vehicle special rule
-Sigil of Tzeentch: Transports get the Psychic Pilot special rule, all vehicles get the PotMS special rule, Walkers get +1 to their invulnerable save. If they don't have one they get a 5++
-Sigil of Slaneesh: The vehicle can move an extra 3" when they move flat out and can purchase one of each of the following
Sonic Blaster: 5pts
Blastmaster: 35pts
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![[Post New]](/s/i/i.gif) 2013/09/18 17:40:38
Subject: Chaos Space Marines 6th ed Codex Revision V1.2
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Lesser Daemon of Chaos
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Version 1.2 is up. I added the vehicle markings the psychic powers and made some changes to the Heldrake, Maulerfiend, Defiler, Forgefiend, and Land Raider.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/18 18:03:44
Subject: Chaos Space Marines 6th ed Codex Revision V1.2
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Fresh-Faced New User
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SMall thing i thought of a while back.
A forgefiend with skyfire interceptor for 200p
I consider some things to be to cheap pointwise (see below), but its a good revision and kudos to you for making the effort to undertake the task.
the sigil of nurgle is a bit OP for that point cost when put on a helldrake
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chaos is eternal
puppys from space |
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![[Post New]](/s/i/i.gif) 2013/09/19 01:23:14
Subject: Chaos Space Marines 6th ed Codex Revision V1.2
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Lesser Daemon of Chaos
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fyurian wrote:The sigil of nurgle is a bit OP for that point cost when put on a helldrake
True.  I'll have to do something about that
I consider some things to be to cheap pointwise (see below), but its a good revision and kudos to you for making the effort to undertake the task.
I would love to hear your opinion. That is what this thread is about. Thank you for the recognition I appreciate it.
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Long live the Chaos Space Marines!!!  |
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![[Post New]](/s/i/i.gif) 2013/09/20 18:55:21
Subject: Chaos Space Marines 6th ed Codex Revision V1.2
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Lesser Daemon of Chaos
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How about I just don't let them take it?
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Long live the Chaos Space Marines!!!  |
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